A consumable mystic card that selects a card in an opponent's visible hand and plays it automatically.
Quan combines Force Play with Peekaboo, which reveals Sister Ines's hand. A giant neon hand reaches down, selects her Flee card, and activates it without her consent.
After exchanging hands with Donut so she holds three Flee cards, Quan uses a second Force Play against the Royal Court. The card overrides squad-leader intent and causes automatic key loss under the final-phase Flee rules.
Carl had previously dismissed the card as too situational, but Quan demonstrates that information and hand manipulation turn it into a decisive key-stealing weapon.
A giant neon hand plucking one chosen card from an opponent's fan and slamming it into play.
Force Play converts hand knowledge into involuntary action and bypasses a keyholder's choice not to flee.